Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 19 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 12 on the 74th Haze 122nd year of Ascendancy at 16:50 0 / 7Killed by Eeria at level 19 on the 51st Regrowth 123rd year of Ascendancy at 11:41 Killed by Eeria at level 19 on the 51st Regrowth 123rd year of Ascendancy at 15:18 Killed by Nerytta the sandworm at level 19 on the 64th Regrowth 123rd year of Ascendancy at 13:51 Killed by Eeria at level 19 on the 64th Regrowth 123rd year of Ascendancy at 17:00 Killed by Eeria at level 19 on the 64th Regrowth 123rd year of Ascendancy at 17:26 Killed by Eeria at level 19 on the 64th Regrowth 123rd year of Ascendancy at 17:30 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 52 (base 45) |
| Willpower | 50 (base 39) |
| Cunning | 22 (base 12) |
Resources
| Life | -88/237 |
| Mana | 450/486 |
| Healing Factor | 1.4 |
| Regeneration | 0.91 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
| See Stealth | 6 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 9 |
| Crit Chance | 9% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.9 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +10% |
| Blight | +13% |
| Arcane | +30% |
| Fire | +5% |
Offense: Damage Penetration
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 25.875 |
| Ranged Defense | 27.375 |
| Fatigue | 3 |
| Physical Save | 20.025 |
| Spell Save | 30.35 |
| Mental Save | 31.6 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 20%( 70%) |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 40). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 80) for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1071% over 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the Dragon. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. * You've found the needed ice ant stinger. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | spellwoven linen wizard hat of seeing (1 def, 0 armour) spellwoven linen wizard hat of seeing (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Spellpower: +2 Spell crit. chance: +2% Infravision radius: +1 See stealth: +6 See invisible: +6 A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | rogue's steel ring of corrosion (+22%) rogue's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
| On fingers | Noonfury NoonfuryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 4 light Damage when the wearer is hit: 8 blight Changes damage: +9% blight Light radius: +3 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | dragonbone starstaff 'Stormslice' (30-36 power, 6 apr, arcane damage) dragonbone starstaff 'Stormslice' (30-36 power, 6 apr, arcane damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 Changes stats: +5 Wil / +4 Mag Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Changes damage: +30% arcane Talent granted: +1 Command Staff Physical save: +6 Spell save: +5 Mental save: +7 Maximum mana: +60.00 Spellpower: +21 Spell crit. chance: +5% Damage Shield penetration: +38% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 35.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | marauder's rough leather armour of command (9 def, 5 armour) marauder's rough leather armour of command (9 def, 5 armour)Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +5 Defense: +9 Fatigue: +6% Changes stats: +3 Str / +3 Dex / +1 Cun Physical save: +6 Mental save: +11 A suit of armour made of leather. |
| Cloak | Gilablek (1 def, 0 armour) Gilablek (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +4 Cun Damage when the wearer hits(melee): 10 temporal See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +0.40 Amulets can have magical properties. |
Inventory
Newly picked up regeneration infusion (heal 66 over 5 turns)regeneration infusion (heal 66 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 66 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 14%; cure mental) wild infusion (resist 14%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 14% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Newly picked up manasurge rune (938% regen over 10 turns; 47 instant mana)manasurge rune (938% regen over 10 turns; 47 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 938% over 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wizard's vision rune (radius 8) wizard's vision rune (radius 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 19) for 13 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Betisewe BetiseweCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +16 Fatigue: -8% Physical save: +18 Rings can have magical properties. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Zubyda ZubydaRequires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 When wielded/worn: Damage when the wearer is hit: 20 acid Changes resistances: +12% nature / +12% temporal Longbows are used to shoot arrows at your foes. |
Tihell (12.5-17.5 power, 3 apr) Tihell (12.5-17.5 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str Damage when the wearer hits(melee): 6 temporal Infravision radius: +3 Sharp, long, and deadly. |
void walker's ash vilestaff of blasting (15-18 power, 3 apr, darkness damage) void walker's ash vilestaff of blasting (15-18 power, 3 apr, darkness damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Defense after a teleport: +7 Resist all after a teleport: +5% Effect duration reduction after a teleport: +11% It can be used to projects damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Eeria the Cornac Archmage level 10
66th Dusk 122nd year of Ascendancy at 04:37 see stats
Exterminator
Killed 1000 creatures.By Eeria the Cornac Archmage level 17
49th Regrowth 123rd year of Ascendancy at 19:41 see stats
Level 10
Got a character to level 10.By Eeria the Cornac Archmage level 10
4th Flare 122nd year of Ascendancy at 09:29 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Eeria the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:41 see stats
The Arena
Unlocked Arena mode.By Eeria the Cornac Archmage level 8
4th Mirth 122nd year of Ascendancy at 20:44 see stats
Unstoppable
Returned from the dead.By Eeria the Cornac Archmage level 19
64th Regrowth 123rd year of Ascendancy at 17:26 see stats
Log
Saving done.
Saving done.
Saving game...
Talent Phase Door is ready to use.
Talent Shielding is ready to use.
You are sent back to the material plane!
Eeria uses Infusion: Regeneration.
Eeria starts regenerating health quickly.
Saving done.
Saving done.
Saving game...
Eeria hits Eeria for 325 arcane damage.
Eeria killed Eeria!
Eeria the level 19 cornac archmage was mana-torn to death by herself (the fool) on level 4 of Sandworm lair.
The Blood of Life rushes through your dead body. You come back to life!
Eeria stops regenerating health quickly.
Personal New Achievement: Unstoppable!
Eeria casts Phase Door.
Selects a target to teleport...
Selects a teleport location...
Eeria casts Arcane Reconstruction.
The unstable sand tunnel collapses!
Saving done.
Saving done.
Saving game...
